/Engine/Source/Runtime/Engine/Public/TickTaskManagerInterface.h
Run all of the ticks for a pause frame synchronously on the game thread. The capability of pause ticks are very limited. There are no dependencies or ordering or tick groups.
void RunPauseFrame ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, float DeltaSeconds, ELevelTick TickType, const [TArray](API\Runtime\Core\Containers\TArray)< [ULevel](API\Runtime\Engine\Engine\ULevel) * > & LevelsToTick )